Thanks for your really helpful and prompt responses! I really appreciate it. My group has transitioned from discussing the game to making more concrete plans and discussing characters and setting.
I've really enjoyed a some cultivation story content in the past, and I'm excited about the potential for playing a heaven defying wizard.
Also, from a design perspective I really respect the decisions to use more narrative positioning and powers as influenced by the group's consensus and conversation. It's, I think, going to make the experience really satisfying.
My group is trying to figure out something about the Inheritor's Heaven Defying Chance- if it's a cultivation method, do you automatically get a fine realm when you achieve the next realm, or should the cultivation method be made so that you can add lots of extra ingredients to it to make it easier to reach a higher quality? My partner is looking into that playbook, and we wanted to see what your intent was.
Thank you so much for your time!